diff options
author | Teravus Ovares | 2009-04-10 06:01:29 +0000 |
---|---|---|
committer | Teravus Ovares | 2009-04-10 06:01:29 +0000 |
commit | 10f5615573cf087c20ae5eb967e5698d5b23d5da (patch) | |
tree | b298ba3d00b21270837bab48831cb69703c03480 /OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | |
parent | * Fixes a bug in MRM scripting whereby the Touch flag is never enabled for On... (diff) | |
download | opensim-SC-10f5615573cf087c20ae5eb967e5698d5b23d5da.zip opensim-SC-10f5615573cf087c20ae5eb967e5698d5b23d5da.tar.gz opensim-SC-10f5615573cf087c20ae5eb967e5698d5b23d5da.tar.bz2 opensim-SC-10f5615573cf087c20ae5eb967e5698d5b23d5da.tar.xz |
* Tweak the character controller some more
* Add cursory integration with script engine.
* LLMoveToTarget, LLSetBouyancy, LLSetStatus (Physical only), LLApplyImpulse, LLApplyTorque, LLPushObject.. etc.
* Still missing linked physical active and LLSetStatus with an axis lock.
Diffstat (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | 537 |
1 files changed, 347 insertions, 190 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs index 061a620..bf44a0f 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | |||
@@ -43,6 +43,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
43 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 43 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
44 | 44 | ||
45 | private PhysicsVector _position; | 45 | private PhysicsVector _position; |
46 | private PhysicsVector m_zeroPosition; | ||
46 | private PhysicsVector _velocity; | 47 | private PhysicsVector _velocity; |
47 | private PhysicsVector _torque = new PhysicsVector(0, 0, 0); | 48 | private PhysicsVector _torque = new PhysicsVector(0, 0, 0); |
48 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); | 49 | private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f); |
@@ -168,6 +169,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
168 | private btVector3 tempAngularVelocity2; | 169 | private btVector3 tempAngularVelocity2; |
169 | private btVector3 tempInertia1; | 170 | private btVector3 tempInertia1; |
170 | private btVector3 tempInertia2; | 171 | private btVector3 tempInertia2; |
172 | private btVector3 tempAddForce; | ||
171 | private btQuaternion tempOrientation1; | 173 | private btQuaternion tempOrientation1; |
172 | private btQuaternion tempOrientation2; | 174 | private btQuaternion tempOrientation2; |
173 | private btMotionState tempMotionState1; | 175 | private btMotionState tempMotionState1; |
@@ -870,16 +872,59 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
870 | { | 872 | { |
871 | 873 | ||
872 | m_log.Debug("[PHYSICS]: _________ChangeMove"); | 874 | m_log.Debug("[PHYSICS]: _________ChangeMove"); |
873 | tempTransform2 = Body.getWorldTransform(); | 875 | if (!m_isphysical) |
874 | btQuaternion quat = tempTransform2.getRotation(); | 876 | { |
875 | tempPosition2.setValue(_position.X, _position.Y, _position.Z); | 877 | tempTransform2 = Body.getWorldTransform(); |
876 | tempTransform2.Dispose(); | 878 | btQuaternion quat = tempTransform2.getRotation(); |
877 | tempTransform2 = new btTransform(quat, tempPosition2); | 879 | tempPosition2.setValue(_position.X, _position.Y, _position.Z); |
878 | Body.setWorldTransform(tempTransform2); | 880 | tempTransform2.Dispose(); |
881 | tempTransform2 = new btTransform(quat, tempPosition2); | ||
882 | Body.setWorldTransform(tempTransform2); | ||
879 | 883 | ||
880 | changeSelectedStatus(timestep); | 884 | changeSelectedStatus(timestep); |
881 | 885 | ||
882 | resetCollisionAccounting(); | 886 | resetCollisionAccounting(); |
887 | } | ||
888 | else | ||
889 | { | ||
890 | if (Body != null) | ||
891 | { | ||
892 | if (Body.Handle != IntPtr.Zero) | ||
893 | { | ||
894 | _parent_scene.removeFromWorld(this, Body); | ||
895 | //Body.Dispose(); | ||
896 | } | ||
897 | //Body = null; | ||
898 | // TODO: dispose parts that make up body | ||
899 | } | ||
900 | /* | ||
901 | if (_parent_scene.needsMeshing(_pbs)) | ||
902 | { | ||
903 | // Don't need to re-enable body.. it's done in SetMesh | ||
904 | float meshlod = _parent_scene.meshSculptLOD; | ||
905 | |||
906 | if (IsPhysical) | ||
907 | meshlod = _parent_scene.MeshSculptphysicalLOD; | ||
908 | |||
909 | IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); | ||
910 | // createmesh returns null when it doesn't mesh. | ||
911 | CreateGeom(IntPtr.Zero, mesh); | ||
912 | } | ||
913 | else | ||
914 | { | ||
915 | _mesh = null; | ||
916 | CreateGeom(IntPtr.Zero, null); | ||
917 | } | ||
918 | SetCollisionShape(prim_geom); | ||
919 | */ | ||
920 | if (m_isphysical) | ||
921 | SetBody(Mass); | ||
922 | else | ||
923 | SetBody(0); | ||
924 | changeSelectedStatus(timestep); | ||
925 | |||
926 | resetCollisionAccounting(); | ||
927 | } | ||
883 | m_taintposition = _position; | 928 | m_taintposition = _position; |
884 | } | 929 | } |
885 | 930 | ||
@@ -1090,17 +1135,88 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1090 | 1135 | ||
1091 | private void changeAddForce(float timestep) | 1136 | private void changeAddForce(float timestep) |
1092 | { | 1137 | { |
1093 | // TODO: throw new NotImplementedException(); | 1138 | if (!m_isSelected) |
1139 | { | ||
1140 | lock (m_forcelist) | ||
1141 | { | ||
1142 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
1143 | if (IsPhysical) | ||
1144 | { | ||
1145 | PhysicsVector iforce = new PhysicsVector(); | ||
1146 | for (int i = 0; i < m_forcelist.Count; i++) | ||
1147 | { | ||
1148 | iforce = iforce + m_forcelist[i]; | ||
1149 | } | ||
1150 | |||
1151 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1152 | { | ||
1153 | if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) | ||
1154 | tempAddForce.Dispose(); | ||
1155 | enableBodySoft(); | ||
1156 | tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); | ||
1157 | Body.applyCentralImpulse(tempAddForce); | ||
1158 | } | ||
1159 | } | ||
1160 | m_forcelist.Clear(); | ||
1161 | } | ||
1162 | |||
1163 | m_collisionscore = 0; | ||
1164 | m_interpenetrationcount = 0; | ||
1165 | } | ||
1166 | |||
1167 | m_taintforce = false; | ||
1168 | |||
1094 | } | 1169 | } |
1095 | 1170 | ||
1096 | private void changeAddAngularForce(float timestep) | 1171 | private void changeAddAngularForce(float timestep) |
1097 | { | 1172 | { |
1098 | // TODO: throw new NotImplementedException(); | 1173 | if (!m_isSelected) |
1174 | { | ||
1175 | lock (m_angularforcelist) | ||
1176 | { | ||
1177 | //m_log.Info("[PHYSICS]: dequeing forcelist"); | ||
1178 | if (IsPhysical) | ||
1179 | { | ||
1180 | PhysicsVector iforce = new PhysicsVector(); | ||
1181 | for (int i = 0; i < m_angularforcelist.Count; i++) | ||
1182 | { | ||
1183 | iforce = iforce + m_angularforcelist[i]; | ||
1184 | } | ||
1185 | |||
1186 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1187 | { | ||
1188 | if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) | ||
1189 | tempAddForce.Dispose(); | ||
1190 | enableBodySoft(); | ||
1191 | tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); | ||
1192 | Body.applyTorqueImpulse(tempAddForce); | ||
1193 | } | ||
1194 | |||
1195 | } | ||
1196 | m_angularforcelist.Clear(); | ||
1197 | } | ||
1198 | |||
1199 | m_collisionscore = 0; | ||
1200 | m_interpenetrationcount = 0; | ||
1201 | } | ||
1202 | |||
1203 | m_taintaddangularforce = false; | ||
1099 | } | 1204 | } |
1100 | 1205 | ||
1101 | private void changeSetTorque(float timestep) | 1206 | private void changeSetTorque(float timestep) |
1102 | { | 1207 | { |
1103 | // TODO: throw new NotImplementedException(); | 1208 | if (!m_isSelected) |
1209 | { | ||
1210 | if (IsPhysical) | ||
1211 | { | ||
1212 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1213 | { | ||
1214 | tempAngularVelocity2.setValue(m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); | ||
1215 | Body.applyTorque(tempAngularVelocity2); | ||
1216 | } | ||
1217 | } | ||
1218 | } | ||
1219 | m_taintTorque = new PhysicsVector(0, 0, 0); | ||
1104 | } | 1220 | } |
1105 | 1221 | ||
1106 | private void changedisable(float timestep) | 1222 | private void changedisable(float timestep) |
@@ -1113,10 +1229,13 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1113 | // TODO: throw new NotImplementedException(); | 1229 | // TODO: throw new NotImplementedException(); |
1114 | if (m_taintselected) | 1230 | if (m_taintselected) |
1115 | { | 1231 | { |
1232 | Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE); | ||
1116 | disableBodySoft(); | 1233 | disableBodySoft(); |
1234 | |||
1117 | } | 1235 | } |
1118 | else | 1236 | else |
1119 | { | 1237 | { |
1238 | Body.setCollisionFlags(0); | ||
1120 | enableBodySoft(); | 1239 | enableBodySoft(); |
1121 | } | 1240 | } |
1122 | m_isSelected = m_taintselected; | 1241 | m_isSelected = m_taintselected; |
@@ -1125,7 +1244,20 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1125 | 1244 | ||
1126 | private void changevelocity(float timestep) | 1245 | private void changevelocity(float timestep) |
1127 | { | 1246 | { |
1128 | // TODO: throw new NotImplementedException(); | 1247 | if (!m_isSelected) |
1248 | { | ||
1249 | if (IsPhysical) | ||
1250 | { | ||
1251 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1252 | { | ||
1253 | tempLinearVelocity2.setValue(m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); | ||
1254 | Body.setLinearVelocity(tempLinearVelocity2); | ||
1255 | } | ||
1256 | } | ||
1257 | |||
1258 | //resetCollisionAccounting(); | ||
1259 | } | ||
1260 | m_taintVelocity = PhysicsVector.Zero; | ||
1129 | } | 1261 | } |
1130 | 1262 | ||
1131 | private void changelink(float timestep) | 1263 | private void changelink(float timestep) |
@@ -1165,23 +1297,25 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1165 | { | 1297 | { |
1166 | if (m_buoyancy > 0) | 1298 | if (m_buoyancy > 0) |
1167 | { | 1299 | { |
1168 | fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass); | 1300 | fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass) * 0.035f; |
1169 | 1301 | ||
1170 | //d.Vector3 l_velocity = d.BodyGetLinearVel(Body); | 1302 | //d.Vector3 l_velocity = d.BodyGetLinearVel(Body); |
1171 | //m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString()); | 1303 | //m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString()); |
1172 | } | 1304 | } |
1173 | else | 1305 | else |
1174 | { | 1306 | { |
1175 | fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass)); | 1307 | fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass) * 0.035f); |
1176 | } | 1308 | } |
1177 | } | 1309 | } |
1178 | 1310 | ||
1179 | if (m_usePID) | 1311 | if (m_usePID) |
1180 | { | 1312 | { |
1313 | PID_D = 61f; | ||
1314 | PID_G = 65f; | ||
1181 | //if (!d.BodyIsEnabled(Body)) | 1315 | //if (!d.BodyIsEnabled(Body)) |
1182 | //d.BodySetForce(Body, 0f, 0f, 0f); | 1316 | //d.BodySetForce(Body, 0f, 0f, 0f); |
1183 | // If we're using the PID controller, then we have no gravity | 1317 | // If we're using the PID controller, then we have no gravity |
1184 | fz = (-1 * _parent_scene.gravityz) * m_mass; | 1318 | fz = ((-1 * _parent_scene.gravityz) * m_mass) * 1.025f; |
1185 | 1319 | ||
1186 | // no lock; for now it's only called from within Simulate() | 1320 | // no lock; for now it's only called from within Simulate() |
1187 | 1321 | ||
@@ -1202,8 +1336,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1202 | // TODO: NEED btVector3 for Linear Velocity | 1336 | // TODO: NEED btVector3 for Linear Velocity |
1203 | // NEED btVector3 for Position | 1337 | // NEED btVector3 for Position |
1204 | 1338 | ||
1205 | PhysicsVector pos = new PhysicsVector(0, 0, 0); //TODO: Insert values gotten from bullet | 1339 | PhysicsVector pos = new PhysicsVector(_position.X, _position.Y, _position.Z); //TODO: Insert values gotten from bullet |
1206 | PhysicsVector vel = new PhysicsVector(0, 0, 0); | 1340 | PhysicsVector vel = new PhysicsVector(_velocity.X, _velocity.Y, _velocity.Z); |
1207 | 1341 | ||
1208 | _target_velocity = | 1342 | _target_velocity = |
1209 | new PhysicsVector( | 1343 | new PhysicsVector( |
@@ -1301,6 +1435,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1301 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | 1435 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); |
1302 | d.BodyAddForce(Body, 0, 0, fz); | 1436 | d.BodyAddForce(Body, 0, 0, fz); |
1303 | */ | 1437 | */ |
1438 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1439 | { | ||
1440 | Body.setLinearVelocity(_parent_scene.VectorZero); | ||
1441 | Body.clearForces(); | ||
1442 | } | ||
1304 | return; | 1443 | return; |
1305 | } | 1444 | } |
1306 | else | 1445 | else |
@@ -1349,11 +1488,22 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1349 | 1488 | ||
1350 | // TODO: Do Bullet Equiv | 1489 | // TODO: Do Bullet Equiv |
1351 | // d.BodyAddForce(Body, fx, fy, fz); | 1490 | // d.BodyAddForce(Body, fx, fy, fz); |
1491 | if (Body != null && Body.Handle != IntPtr.Zero) | ||
1492 | { | ||
1493 | Body.activate(true); | ||
1494 | if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) | ||
1495 | tempAddForce.Dispose(); | ||
1496 | |||
1497 | tempAddForce = new btVector3(fx * 0.01f, fy * 0.01f, fz * 0.01f); | ||
1498 | Body.applyCentralImpulse(tempAddForce); | ||
1499 | } | ||
1352 | } | 1500 | } |
1353 | } | 1501 | } |
1354 | else | 1502 | else |
1355 | { | 1503 | { |
1356 | // _zeroPosition = d.BodyGetPosition(Body); | 1504 | if (m_zeroPosition == null) |
1505 | m_zeroPosition = new PhysicsVector(0, 0, 0); | ||
1506 | m_zeroPosition.setValues(_position.X,_position.Y,_position.Z); | ||
1357 | return; | 1507 | return; |
1358 | } | 1508 | } |
1359 | } | 1509 | } |
@@ -2066,212 +2216,219 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
2066 | 2216 | ||
2067 | public void UpdatePositionAndVelocity() | 2217 | public void UpdatePositionAndVelocity() |
2068 | { | 2218 | { |
2069 | if (_parent == null) | 2219 | if (!m_isSelected) |
2070 | { | 2220 | { |
2071 | PhysicsVector pv = new PhysicsVector(0, 0, 0); | 2221 | if (_parent == null) |
2072 | bool lastZeroFlag = _zeroFlag; | 2222 | { |
2073 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) | 2223 | PhysicsVector pv = new PhysicsVector(0, 0, 0); |
2074 | tempPosition3.Dispose(); | 2224 | bool lastZeroFlag = _zeroFlag; |
2075 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) | 2225 | if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) |
2076 | tempTransform3.Dispose(); | 2226 | tempPosition3.Dispose(); |
2077 | 2227 | if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) | |
2078 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | 2228 | tempTransform3.Dispose(); |
2079 | tempOrientation2.Dispose(); | 2229 | |
2080 | 2230 | if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) | |
2081 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) | 2231 | tempOrientation2.Dispose(); |
2082 | tempAngularVelocity1.Dispose(); | 2232 | |
2083 | 2233 | if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) | |
2084 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) | 2234 | tempAngularVelocity1.Dispose(); |
2085 | tempLinearVelocity1.Dispose(); | 2235 | |
2236 | if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) | ||
2237 | tempLinearVelocity1.Dispose(); | ||
2238 | |||
2239 | |||
2240 | |||
2241 | tempTransform3 = Body.getInterpolationWorldTransform(); | ||
2242 | tempPosition3 = tempTransform3.getOrigin(); // vec | ||
2243 | tempOrientation2 = tempTransform3.getRotation(); // ori | ||
2244 | tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel | ||
2245 | tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel | ||
2246 | |||
2247 | _torque.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), | ||
2248 | tempAngularVelocity1.getZ()); | ||
2249 | PhysicsVector l_position = new PhysicsVector(); | ||
2250 | Quaternion l_orientation = new Quaternion(); | ||
2251 | m_lastposition = _position; | ||
2252 | m_lastorientation = _orientation; | ||
2253 | |||
2254 | l_position.X = tempPosition3.getX(); | ||
2255 | l_position.Y = tempPosition3.getY(); | ||
2256 | l_position.Z = tempPosition3.getZ(); | ||
2257 | l_orientation.X = tempOrientation2.getX(); | ||
2258 | l_orientation.Y = tempOrientation2.getY(); | ||
2259 | l_orientation.Z = tempOrientation2.getZ(); | ||
2260 | l_orientation.W = tempOrientation2.getW(); | ||
2261 | |||
2262 | if (l_position.X > 255.95f || l_position.X < 0f || l_position.Y > 255.95f || l_position.Y < 0f) | ||
2263 | { | ||
2264 | //base.RaiseOutOfBounds(l_position); | ||
2086 | 2265 | ||
2266 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | ||
2267 | { | ||
2268 | _position = l_position; | ||
2269 | //_parent_scene.remActivePrim(this); | ||
2270 | if (_parent == null) | ||
2271 | base.RequestPhysicsterseUpdate(); | ||
2272 | return; | ||
2273 | } | ||
2274 | else | ||
2275 | { | ||
2276 | if (_parent == null) | ||
2277 | base.RaiseOutOfBounds(l_position); | ||
2278 | return; | ||
2279 | } | ||
2280 | } | ||
2087 | 2281 | ||
2282 | if (l_position.Z < -200000f) | ||
2283 | { | ||
2284 | // This is so prim that get lost underground don't fall forever and suck up | ||
2285 | // | ||
2286 | // Sim resources and memory. | ||
2287 | // Disables the prim's movement physics.... | ||
2288 | // It's a hack and will generate a console message if it fails. | ||
2289 | |||
2290 | //IsPhysical = false; | ||
2291 | //if (_parent == null) | ||
2292 | //base.RaiseOutOfBounds(_position); | ||
2088 | 2293 | ||
2089 | tempTransform3 = Body.getInterpolationWorldTransform(); | 2294 | _acceleration.X = 0; |
2090 | tempPosition3 = tempTransform3.getOrigin(); // vec | 2295 | _acceleration.Y = 0; |
2091 | tempOrientation2 = tempTransform3.getRotation(); // ori | 2296 | _acceleration.Z = 0; |
2092 | tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel | ||
2093 | tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel | ||
2094 | 2297 | ||
2095 | _torque.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), tempAngularVelocity1.getZ()); | 2298 | _velocity.X = 0; |
2096 | PhysicsVector l_position = new PhysicsVector(); | 2299 | _velocity.Y = 0; |
2097 | Quaternion l_orientation = new Quaternion(); | 2300 | _velocity.Z = 0; |
2098 | m_lastposition = _position; | 2301 | m_rotationalVelocity.X = 0; |
2099 | m_lastorientation = _orientation; | 2302 | m_rotationalVelocity.Y = 0; |
2303 | m_rotationalVelocity.Z = 0; | ||
2100 | 2304 | ||
2101 | l_position.X = tempPosition3.getX(); | 2305 | if (_parent == null) |
2102 | l_position.Y = tempPosition3.getY(); | 2306 | base.RequestPhysicsterseUpdate(); |
2103 | l_position.Z = tempPosition3.getZ(); | ||
2104 | l_orientation.X = tempOrientation2.getX(); | ||
2105 | l_orientation.Y = tempOrientation2.getY(); | ||
2106 | l_orientation.Z = tempOrientation2.getZ(); | ||
2107 | l_orientation.W = tempOrientation2.getW(); | ||
2108 | 2307 | ||
2109 | if (l_position.X > 255.95f || l_position.X < 0f || l_position.Y > 255.95f || l_position.Y < 0f) | 2308 | m_throttleUpdates = false; |
2110 | { | 2309 | throttleCounter = 0; |
2111 | //base.RaiseOutOfBounds(l_position); | 2310 | _zeroFlag = true; |
2311 | //outofBounds = true; | ||
2312 | } | ||
2112 | 2313 | ||
2113 | if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) | 2314 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) |
2315 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | ||
2316 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | ||
2317 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) | ||
2114 | { | 2318 | { |
2115 | _position = l_position; | 2319 | _zeroFlag = true; |
2116 | //_parent_scene.remActivePrim(this); | 2320 | m_throttleUpdates = false; |
2117 | if (_parent == null) | ||
2118 | base.RequestPhysicsterseUpdate(); | ||
2119 | return; | ||
2120 | } | 2321 | } |
2121 | else | 2322 | else |
2122 | { | 2323 | { |
2123 | if (_parent == null) | 2324 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); |
2124 | base.RaiseOutOfBounds(l_position); | 2325 | _zeroFlag = false; |
2125 | return; | ||
2126 | } | 2326 | } |
2127 | } | ||
2128 | 2327 | ||
2129 | if (l_position.Z < -200000f) | 2328 | if (_zeroFlag) |
2130 | { | 2329 | { |
2131 | // This is so prim that get lost underground don't fall forever and suck up | 2330 | _velocity.X = 0.0f; |
2132 | // | 2331 | _velocity.Y = 0.0f; |
2133 | // Sim resources and memory. | 2332 | _velocity.Z = 0.0f; |
2134 | // Disables the prim's movement physics.... | 2333 | |
2135 | // It's a hack and will generate a console message if it fails. | 2334 | _acceleration.X = 0; |
2136 | 2335 | _acceleration.Y = 0; | |
2137 | //IsPhysical = false; | 2336 | _acceleration.Z = 0; |
2138 | //if (_parent == null) | 2337 | |
2139 | //base.RaiseOutOfBounds(_position); | 2338 | //_orientation.w = 0f; |
2339 | //_orientation.X = 0f; | ||
2340 | //_orientation.Y = 0f; | ||
2341 | //_orientation.Z = 0f; | ||
2342 | m_rotationalVelocity.X = 0; | ||
2343 | m_rotationalVelocity.Y = 0; | ||
2344 | m_rotationalVelocity.Z = 0; | ||
2345 | if (!m_lastUpdateSent) | ||
2346 | { | ||
2347 | m_throttleUpdates = false; | ||
2348 | throttleCounter = 0; | ||
2349 | m_rotationalVelocity = pv; | ||
2140 | 2350 | ||
2141 | _acceleration.X = 0; | 2351 | if (_parent == null) |
2142 | _acceleration.Y = 0; | 2352 | base.RequestPhysicsterseUpdate(); |
2143 | _acceleration.Z = 0; | ||
2144 | 2353 | ||
2145 | _velocity.X = 0; | 2354 | m_lastUpdateSent = true; |
2146 | _velocity.Y = 0; | 2355 | } |
2147 | _velocity.Z = 0; | 2356 | } |
2148 | m_rotationalVelocity.X = 0; | 2357 | else |
2149 | m_rotationalVelocity.Y = 0; | 2358 | { |
2150 | m_rotationalVelocity.Z = 0; | 2359 | if (lastZeroFlag != _zeroFlag) |
2360 | { | ||
2361 | if (_parent == null) | ||
2362 | base.RequestPhysicsterseUpdate(); | ||
2363 | } | ||
2151 | 2364 | ||
2152 | if (_parent == null) | 2365 | m_lastVelocity = _velocity; |
2153 | base.RequestPhysicsterseUpdate(); | ||
2154 | 2366 | ||
2155 | m_throttleUpdates = false; | 2367 | _position = l_position; |
2156 | throttleCounter = 0; | ||
2157 | _zeroFlag = true; | ||
2158 | //outofBounds = true; | ||
2159 | } | ||
2160 | 2368 | ||
2161 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | 2369 | _velocity.X = tempLinearVelocity1.getX(); |
2162 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | 2370 | _velocity.Y = tempLinearVelocity1.getY(); |
2163 | && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) | 2371 | _velocity.Z = tempLinearVelocity1.getZ(); |
2164 | && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01 )) | ||
2165 | { | ||
2166 | _zeroFlag = true; | ||
2167 | m_throttleUpdates = false; | ||
2168 | } | ||
2169 | else | ||
2170 | { | ||
2171 | //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); | ||
2172 | _zeroFlag = false; | ||
2173 | } | ||
2174 | 2372 | ||
2175 | if (_zeroFlag) | 2373 | _acceleration = ((_velocity - m_lastVelocity)/0.1f); |
2176 | { | 2374 | _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X/0.1f, |
2177 | _velocity.X = 0.0f; | 2375 | _velocity.Y - m_lastVelocity.Y/0.1f, |
2178 | _velocity.Y = 0.0f; | 2376 | _velocity.Z - m_lastVelocity.Z/0.1f); |
2179 | _velocity.Z = 0.0f; | 2377 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); |
2180 | 2378 | ||
2181 | _acceleration.X = 0; | 2379 | if (_velocity.IsIdentical(pv, 0.5f)) |
2182 | _acceleration.Y = 0; | 2380 | { |
2183 | _acceleration.Z = 0; | 2381 | m_rotationalVelocity = pv; |
2382 | } | ||
2383 | else | ||
2384 | { | ||
2184 | 2385 | ||
2185 | //_orientation.w = 0f; | 2386 | m_rotationalVelocity.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), |
2186 | //_orientation.X = 0f; | 2387 | tempAngularVelocity1.getZ()); |
2187 | //_orientation.Y = 0f; | 2388 | } |
2188 | //_orientation.Z = 0f; | ||
2189 | m_rotationalVelocity.X = 0; | ||
2190 | m_rotationalVelocity.Y = 0; | ||
2191 | m_rotationalVelocity.Z = 0; | ||
2192 | if (!m_lastUpdateSent) | ||
2193 | { | ||
2194 | m_throttleUpdates = false; | ||
2195 | throttleCounter = 0; | ||
2196 | m_rotationalVelocity = pv; | ||
2197 | 2389 | ||
2198 | if (_parent == null) | 2390 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); |
2199 | base.RequestPhysicsterseUpdate(); | ||
2200 | 2391 | ||
2201 | m_lastUpdateSent = true; | 2392 | _orientation.X = l_orientation.X; |
2202 | } | 2393 | _orientation.Y = l_orientation.Y; |
2203 | } | 2394 | _orientation.Z = l_orientation.Z; |
2204 | else | 2395 | _orientation.W = l_orientation.W; |
2205 | { | 2396 | m_lastUpdateSent = false; |
2206 | if (lastZeroFlag != _zeroFlag) | 2397 | |
2207 | { | 2398 | //if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) |
2399 | //{ | ||
2208 | if (_parent == null) | 2400 | if (_parent == null) |
2209 | base.RequestPhysicsterseUpdate(); | 2401 | base.RequestPhysicsterseUpdate(); |
2210 | } | 2402 | // } |
2211 | 2403 | // else | |
2212 | m_lastVelocity = _velocity; | 2404 | // { |
2405 | // throttleCounter++; | ||
2406 | //} | ||
2213 | 2407 | ||
2214 | _position = l_position; | ||
2215 | |||
2216 | _velocity.X = tempLinearVelocity1.getX(); | ||
2217 | _velocity.Y = tempLinearVelocity1.getY(); | ||
2218 | _velocity.Z = tempLinearVelocity1.getZ(); | ||
2219 | |||
2220 | _acceleration = ((_velocity - m_lastVelocity) / 0.1f); | ||
2221 | _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); | ||
2222 | //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); | ||
2223 | |||
2224 | if (_velocity.IsIdentical(pv, 0.5f)) | ||
2225 | { | ||
2226 | m_rotationalVelocity = pv; | ||
2227 | } | 2408 | } |
2228 | else | 2409 | m_lastposition = l_position; |
2410 | if (forceenable) | ||
2229 | { | 2411 | { |
2230 | 2412 | Body.forceActivationState(1); | |
2231 | m_rotationalVelocity.setValues(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); | 2413 | forceenable = false; |
2232 | } | 2414 | } |
2233 | |||
2234 | //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); | ||
2235 | |||
2236 | _orientation.X = l_orientation.X; | ||
2237 | _orientation.Y = l_orientation.Y; | ||
2238 | _orientation.Z = l_orientation.Z; | ||
2239 | _orientation.W = l_orientation.W; | ||
2240 | m_lastUpdateSent = false; | ||
2241 | |||
2242 | //if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | ||
2243 | //{ | ||
2244 | if (_parent == null) | ||
2245 | base.RequestPhysicsterseUpdate(); | ||
2246 | // } | ||
2247 | // else | ||
2248 | // { | ||
2249 | // throttleCounter++; | ||
2250 | //} | ||
2251 | |||
2252 | } | 2415 | } |
2253 | m_lastposition = l_position; | 2416 | else |
2254 | if (forceenable) | ||
2255 | { | 2417 | { |
2256 | Body.forceActivationState(1); | 2418 | // Not a body.. so Make sure the client isn't interpolating |
2257 | forceenable = false; | 2419 | _velocity.X = 0; |
2258 | } | 2420 | _velocity.Y = 0; |
2259 | } | 2421 | _velocity.Z = 0; |
2260 | else | ||
2261 | { | ||
2262 | // Not a body.. so Make sure the client isn't interpolating | ||
2263 | _velocity.X = 0; | ||
2264 | _velocity.Y = 0; | ||
2265 | _velocity.Z = 0; | ||
2266 | 2422 | ||
2267 | _acceleration.X = 0; | 2423 | _acceleration.X = 0; |
2268 | _acceleration.Y = 0; | 2424 | _acceleration.Y = 0; |
2269 | _acceleration.Z = 0; | 2425 | _acceleration.Z = 0; |
2270 | 2426 | ||
2271 | m_rotationalVelocity.X = 0; | 2427 | m_rotationalVelocity.X = 0; |
2272 | m_rotationalVelocity.Y = 0; | 2428 | m_rotationalVelocity.Y = 0; |
2273 | m_rotationalVelocity.Z = 0; | 2429 | m_rotationalVelocity.Z = 0; |
2274 | _zeroFlag = true; | 2430 | _zeroFlag = true; |
2431 | } | ||
2275 | } | 2432 | } |
2276 | } | 2433 | } |
2277 | 2434 | ||